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path: root/player.lua
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local Entity = require("entity")
local Animation = require("animation")

local Player = {}
Player.__index = Player
setmetatable(Player, { __index = Entity })

local MOVE_SPEED = 70
local JUMP_FORCE = -200
local GROUND_LAYER = "ground"

function Player.new(world, spawnX, spawnY)
  local w, h = 16, 16
  local pw, ph = 8, 8  -- physics body size
  local self = setmetatable(Entity:new(spawnX or 0, spawnY or 0, w, h, pw, ph), Player)

  self.directionState = { 'side', 'up', 'down', 'side_up', 'side_down' }
  self.directionIndex = 1
  self.direction = self.directionState[self.directionIndex]

  self.availableJumps = 0
  self:enablePhysics(world, "dynamic")

  self.animations = {
    idle = Animation.new("assets/player/idle.png", 16, 16, 0.6),
    running = Animation.new("assets/player/running.png", 16, 16, 1),
    going_up = Animation.new("assets/player/going_up.png", 16, 16, 0.8),
    going_down = Animation.new("assets/player/going_down.png", 16, 16, 0.5),
    stop_running = Animation.new("assets/player/stop_running.png", 16, 16, 0.3),
    ground_hit = Animation.new("assets/player/ground_hit.png", 16, 16, 0.3)
  }
  if love and love.filesystem and love.filesystem.getDirectoryItems then
    local ok, items = pcall(love.filesystem.getDirectoryItems, "assets/player")
    if ok and items then
      for _, filename in ipairs(items) do
        if filename:match("%.png$") then
          local name = filename:gsub("%.png$", "")
          if not self.animations[name] then
            self.animations[name] = Animation.new("assets/player/" .. filename, 16, 16, 0.3)
          end
        end
      end
    end
  end
  
  self.animations.ground_hit.looping = false
  self.animations.stop_running.looping = false

  self.currentAnim = self.animations.idle
  
  self.lastFacing = 1
  
  self.state = "idle"
  self.wasOnFloor = false
  
  self.vx = 0
  self.vy = 0
  
  self.grounded = false
  return self
end

function Player:trackDirectionByKeyPressed()
    local left  = love.keyboard.isDown("left", "a")
    local right = love.keyboard.isDown("right", "d")
    local up    = love.keyboard.isDown("up", "w")
    local down  = love.keyboard.isDown("down", "s")

    if up and left then
        self.directionIndex = 4 
    elseif up and right then
        self.directionIndex = 4
    elseif down and left then
        self.directionIndex = 5
    elseif down and right then
        self.directionIndex = 5

    elseif up then
        self.directionIndex = 2
    elseif down then
        self.directionIndex = 3
    elseif left then
        self.directionIndex = 1
    elseif right then
        self.directionIndex = 1
    end

    self.direction = self.directionState[self.directionIndex]
end

function Player:update(dt)
  self:syncFromPhysicsBody()
  self:trackDirectionByKeyPressed()
  
  local vx, vy = self.body:getLinearVelocity()
  self.vx = vx
  self.vy = vy
  
  local c = self.contact or { floor = 0, wall = 0, ceiling = 0 }
  local onFloor = c.floor == 1
  local prevOnFloor = self.wasOnFloor
  local prevState = self.state

  local move = 0
  if love.keyboard.isDown("left", "a") then move = move - 1 end
  if love.keyboard.isDown("right", "d") then move = move + 1 end

  if onFloor then
    self.availableJumps = 1
    if move ~= 0 then
      self.lastFacing = move
      self.body:setLinearVelocity(move * MOVE_SPEED, vy)
    else
      self.body:setLinearVelocity(0, vy)
    end
  else
    if move ~= 0 then self.lastFacing = move end
    self.body:setLinearVelocity(move * MOVE_SPEED * 0.7, vy)
  end

  local desiredState
  if onFloor then
    desiredState = (move ~= 0) and "running" or "idle"
  else
    desiredState = (vy < 0) and "jumping" or "falling"
  end

  if self.state == "ground_hit" or self.state == "stop_running" then
    if not onFloor or self.currentAnim:isFinished() then
      self.state = desiredState
    end
  else
    local wasAirborne = prevState == "jumping" or prevState == "falling"
    if onFloor and not prevOnFloor and wasAirborne then
      self.state = "ground_hit"
      self.animations.ground_hit:reset()
    elseif onFloor and prevState == "running" and move == 0 then
      self.state = "stop_running"
      self.animations.stop_running:reset()
    else
      self.state = desiredState
    end
  end

  self.wasOnFloor = onFloor

  local animMap = {
    idle         = self.animations.idle,
    running      = self.animations.running,
    jumping      = self.animations.going_up,
    falling      = self.animations.going_down,
    stop_running = self.animations.stop_running,
    ground_hit   = self.animations.ground_hit,
  }
  self.currentAnim = animMap[self.state] or self.animations.idle
  self.currentAnim:update(dt)
end

function Player:jump()
  local c = self.contact or { floor = 0, wall = 0, ceiling = 0 }
  local canJump = (c.floor == 1 or c.wall == 1) and (self.availableJumps or 0) > 0
  if canJump then
    self.body:setLinearVelocity(self.body:getLinearVelocity(), JUMP_FORCE)
    self.state = "jumping"
    self.animations.going_up:reset()
    self.availableJumps = self.availableJumps - 1
    return true
  end
  return false
end

function Player:draw()
  local flip = (self.lastFacing < 0)
  self.currentAnim:draw(self.x, self.y, flip)
end

function Player:getBody()
  return self.body
end

return Player